diff options
| author | Ray <[email protected]> | 2020-02-14 23:48:40 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2020-02-14 23:48:40 +0100 |
| commit | 80dbbef0f5bc744f06c4ce8fb362a7bda12a6ca5 (patch) | |
| tree | d4fc110ea6279ad96105519682021a33a9d07d89 | |
| parent | 23b75281adfc23f820d22a3fe597f69579ef63a8 (diff) | |
| download | raylib-80dbbef0f5bc744f06c4ce8fb362a7bda12a6ca5.tar.gz raylib-80dbbef0f5bc744f06c4ce8fb362a7bda12a6ca5.zip | |
Update Notepad++ intellisense
| -rw-r--r-- | projects/Notepad++/raylib_npp_parser/raylib_npp.xml | 301 | ||||
| -rw-r--r-- | projects/Notepad++/raylib_npp_parser/raylib_to_parse.h | 96 |
2 files changed, 289 insertions, 108 deletions
diff --git a/projects/Notepad++/raylib_npp_parser/raylib_npp.xml b/projects/Notepad++/raylib_npp_parser/raylib_npp.xml index 019850e1..06f1ee13 100644 --- a/projects/Notepad++/raylib_npp_parser/raylib_npp.xml +++ b/projects/Notepad++/raylib_npp_parser/raylib_npp.xml @@ -102,6 +102,9 @@ <Param name="int monitor" /> </Overload> </KeyWord> + <KeyWord name="GetWindowPosition" func="yes"> + <Overload retVal="Vector2" descr="Get window position XY on monitor"></Overload> + </KeyWord> <KeyWord name="GetMonitorName" func="yes"> <Overload retVal="const char" descr="Get the human-readable, UTF-8 encoded name of the primary monitor"> <Param name="int monitor" /> @@ -169,6 +172,17 @@ <KeyWord name="EndTextureMode" func="yes"> <Overload retVal="void" descr="Ends drawing to render texture"></Overload> </KeyWord> + <KeyWord name="BeginScissorMode" func="yes"> + <Overload retVal="void" descr="Begin scissor mode (define screen area for following drawing)"> + <Param name="int x" /> + <Param name="int y" /> + <Param name="int width" /> + <Param name="int height" /> + </Overload> + </KeyWord> + <KeyWord name="EndScissorMode" func="yes"> + <Overload retVal="void" descr="End scissor mode"></Overload> + </KeyWord> <!-- Screen-space-related functions --> <KeyWord name="GetMouseRay" func="yes"> @@ -177,15 +191,40 @@ <Param name="Camera camera" /> </Overload> </KeyWord> + <KeyWord name="GetCameraMatrix" func="yes"> + <Overload retVal="Matrix" descr="Returns camera transform matrix (view matrix)"> + <Param name="Camera camera" /> + </Overload> + </KeyWord> + <KeyWord name="GetCameraMatrix2D" func="yes"> + <Overload retVal="Matrix" descr="Returns camera 2d transform matrix"> + <Param name="Camera2D camera" /> + </Overload> + </KeyWord> <KeyWord name="GetWorldToScreen" func="yes"> <Overload retVal="Vector2" descr="Returns the screen space position for a 3d world space position"> <Param name="Vector3 position" /> <Param name="Camera camera" /> </Overload> </KeyWord> - <KeyWord name="GetCameraMatrix" func="yes"> - <Overload retVal="Matrix" descr="Returns camera transform matrix (view matrix)"> + <KeyWord name="GetWorldToScreenEx" func="yes"> + <Overload retVal="Vector2" descr="Returns size position for a 3d world space position"> + <Param name="Vector3 position" /> <Param name="Camera camera" /> + <Param name="int width" /> + <Param name="int height" /> + </Overload> + </KeyWord> + <KeyWord name="GetWorldToScreen2D" func="yes"> + <Overload retVal="Vector2" descr="Returns the screen space position for a 2d camera world space position"> + <Param name="Vector2 position" /> + <Param name="Camera2D camera" /> + </Overload> + </KeyWord> + <KeyWord name="GetScreenToWorld2D" func="yes"> + <Overload retVal="Vector2" descr="Returns the world space position for a 2d camera screen space position"> + <Param name="Vector2 position" /> + <Param name="Camera2D camera" /> </Overload> </KeyWord> @@ -216,6 +255,11 @@ <Param name="Color color" /> </Overload> </KeyWord> + <KeyWord name="ColorFromNormalized" func="yes"> + <Overload retVal="Color" descr="Returns color from normalized values [0..1]"> + <Param name="Vector4 normalized" /> + </Overload> + </KeyWord> <KeyWord name="ColorToHSV" func="yes"> <Overload retVal="Vector3" descr="Returns HSV values for a Color"> <Param name="Color color" /> @@ -241,7 +285,7 @@ <!-- Misc. functions --> <KeyWord name="SetConfigFlags" func="yes"> <Overload retVal="void" descr="Setup window configuration flags (view FLAGS)"> - <Param name="unsigned char flags" /> + <Param name="unsigned int flags" /> </Overload> </KeyWord> <KeyWord name="SetTraceLogLevel" func="yes"> @@ -290,6 +334,11 @@ <Param name="const char *ext" /> </Overload> </KeyWord> + <KeyWord name="DirectoryExists" func="yes"> + <Overload retVal="bool" descr="Check if a directory path exists"> + <Param name="const char *dirPath" /> + </Overload> + </KeyWord> <KeyWord name="GetExtension" func="yes"> <Overload retVal="const char" descr="Get pointer to extension for a filename string"> <Param name="const char *fileName" /> @@ -301,13 +350,18 @@ </Overload> </KeyWord> <KeyWord name="GetFileNameWithoutExt" func="yes"> - <Overload retVal="const char" descr="Get filename string without extension (memory should be freed)"> + <Overload retVal="const char" descr="Get filename string without extension (uses static string)"> <Param name="const char *filePath" /> </Overload> </KeyWord> <KeyWord name="GetDirectoryPath" func="yes"> - <Overload retVal="const char" descr="Get full path for a given fileName (uses static string)"> - <Param name="const char *fileName" /> + <Overload retVal="const char" descr="Get full path for a given fileName with path (uses static string)"> + <Param name="const char *filePath" /> + </Overload> + </KeyWord> + <KeyWord name="GetPrevDirectoryPath" func="yes"> + <Overload retVal="const char" descr="Get previous directory path for a given path (uses static string)"> + <Param name="const char *dirPath" /> </Overload> </KeyWord> <KeyWord name="GetWorkingDirectory" func="yes"> @@ -344,6 +398,21 @@ </Overload> </KeyWord> + <KeyWord name="char *CompressData" func="yes"> + <Overload retVal="unsigned" descr="Compress data (DEFLATE algorythm)"> + <Param name="unsigned char *data" /> + <Param name="int dataLength" /> + <Param name="int *compDataLength" /> + </Overload> + </KeyWord> + <KeyWord name="char *DecompressData" func="yes"> + <Overload retVal="unsigned" descr="Decompress data (DEFLATE algorythm)"> + <Param name="unsigned char *compData" /> + <Param name="int compDataLength" /> + <Param name="int *dataLength" /> + </Overload> + </KeyWord> + <!-- Persistent storage management --> <KeyWord name="StorageSaveValue" func="yes"> <Overload retVal="void" descr="Save integer value to storage file (to defined position)"> @@ -703,6 +772,24 @@ <Param name="Color color" /> </Overload> </KeyWord> + <KeyWord name="DrawEllipse" func="yes"> + <Overload retVal="void" descr="Draw ellipse"> + <Param name="int centerX" /> + <Param name="int centerY" /> + <Param name="float radiusH" /> + <Param name="float radiusV" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawEllipseLines" func="yes"> + <Overload retVal="void" descr="Draw ellipse outline"> + <Param name="int centerX" /> + <Param name="int centerY" /> + <Param name="float radiusH" /> + <Param name="float radiusV" /> + <Param name="Color color" /> + </Overload> + </KeyWord> <KeyWord name="DrawRing" func="yes"> <Overload retVal="void" descr="Draw ring"> <Param name="Vector2 center" /> @@ -818,7 +905,7 @@ </Overload> </KeyWord> <KeyWord name="DrawTriangle" func="yes"> - <Overload retVal="void" descr="Draw a color-filled triangle"> + <Overload retVal="void" descr="Draw a color-filled triangle (vertex in counter-clockwise order!)"> <Param name="Vector2 v1" /> <Param name="Vector2 v2" /> <Param name="Vector2 v3" /> @@ -826,7 +913,7 @@ </Overload> </KeyWord> <KeyWord name="DrawTriangleLines" func="yes"> - <Overload retVal="void" descr="Draw triangle outline"> + <Overload retVal="void" descr="Draw triangle outline (vertex in counter-clockwise order!)"> <Param name="Vector2 v1" /> <Param name="Vector2 v2" /> <Param name="Vector2 v3" /> @@ -834,12 +921,19 @@ </Overload> </KeyWord> <KeyWord name="DrawTriangleFan" func="yes"> - <Overload retVal="void" descr="Draw a triangle fan defined by points"> + <Overload retVal="void" descr="Draw a triangle fan defined by points (first vertex is the center)"> <Param name="Vector2 *points" /> <Param name="int numPoints" /> <Param name="Color color" /> </Overload> </KeyWord> + <KeyWord name="DrawTriangleStrip" func="yes"> + <Overload retVal="void" descr="Draw a triangle strip defined by points"> + <Param name="Vector2 *points" /> + <Param name="int pointsCount" /> + <Param name="Color color" /> + </Overload> + </KeyWord> <KeyWord name="DrawPoly" func="yes"> <Overload retVal="void" descr="Draw a regular polygon (Vector version)"> <Param name="Vector2 center" /> @@ -849,11 +943,13 @@ <Param name="Color color" /> </Overload> </KeyWord> - - <KeyWord name="SetShapesTexture" func="yes"> - <Overload retVal="void" descr="Define default texture used to draw shapes"> - <Param name="Texture2D texture" /> - <Param name="Rectangle source" /> + <KeyWord name="DrawPolyLines" func="yes"> + <Overload retVal="void" descr="Draw a polygon outline of n sides"> + <Param name="Vector2 center" /> + <Param name="int sides" /> + <Param name="float radius" /> + <Param name="float rotation" /> + <Param name="Color color" /> </Overload> </KeyWord> @@ -995,6 +1091,12 @@ <Param name="Image image" /> </Overload> </KeyWord> + <KeyWord name="GetImageAlphaBorder" func="yes"> + <Overload retVal="Rectangle" descr="Get image alpha border rectangle"> + <Param name="Image image" /> + <Param name="float threshold" /> + </Overload> + </KeyWord> <KeyWord name="GetPixelDataSize" func="yes"> <Overload retVal="int" descr="Get pixel data size in bytes (image or texture)"> <Param name="int width" /> @@ -1023,6 +1125,12 @@ <Param name="Image image" /> </Overload> </KeyWord> + <KeyWord name="ImageFromImage" func="yes"> + <Overload retVal="Image" descr="Create an image from another image piece"> + <Param name="Image image" /> + <Param name="Rectangle rec" /> + </Overload> + </KeyWord> <KeyWord name="ImageToPOT" func="yes"> <Overload retVal="void" descr="Convert image to POT (power-of-two)"> <Param name="Image *image" /> @@ -1127,11 +1235,12 @@ </Overload> </KeyWord> <KeyWord name="ImageDraw" func="yes"> - <Overload retVal="void" descr="Draw a source image within a destination image"> + <Overload retVal="void" descr="Draw a source image within a destination image (tint applied to source)"> <Param name="Image *dst" /> <Param name="Image src" /> <Param name="Rectangle srcRec" /> <Param name="Rectangle dstRec" /> + <Param name="Color tint" /> </Overload> </KeyWord> <KeyWord name="ImageDrawRectangle" func="yes"> @@ -1413,7 +1522,8 @@ </KeyWord> <KeyWord name="GenImageFontAtlas" func="yes"> <Overload retVal="Image" descr="Generate image font atlas using chars info"> - <Param name="CharInfo *chars" /> + <Param name="const CharInfo *chars" /> + <Param name="Rectangle **recs" /> <Param name="int charsCount" /> <Param name="int fontSize" /> <Param name="int padding" /> @@ -1463,17 +1573,14 @@ <Param name="Color tint" /> </Overload> </KeyWord> - <KeyWord name="DrawTextRecEx" func="yes"> - <Overload retVal="void" descr="Draw text using font inside rectangle limits with support for text selection"> + <!--RLAPI void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection --> + <KeyWord name="DrawTextCodepoint" func="yes"> + <Overload retVal="void" descr="Draw one character (codepoint)"> <Param name="Font font" /> - <Param name="const char *text" /> - <Param name="Rectangle rec" /> - <Param name="float fontSize" /> - <Param name="float spacing" /> - <Param name="bool wordWrap" /> + <Param name="int codepoint" /> + <Param name="Vector2 position" /> + <Param name="float scale" /> <Param name="Color tint" /> - <Param name="int selectStart" /> - <Param name="int selecFont" /> </Overload> </KeyWord> @@ -1495,18 +1602,18 @@ <KeyWord name="GetGlyphIndex" func="yes"> <Overload retVal="int" descr="Get index position for a unicode character on font"> <Param name="Font font" /> - <Param name="int character" /> - </Overload> - </KeyWord> - <KeyWord name="GetNextCodepoint" func="yes"> - <Overload retVal="int" descr="Returns next codepoint in a UTF8 encoded string"> - <Param name="const char *text" /> - <Param name="int *count" /> + <Param name="int codepoint" /> </Overload> </KeyWord> - <!-- Text strings management functions --> + <!-- Text strings management functions (no utf8 strings, only byte chars) --> <!-- NOTE: Some strings allocate memory internally for returned strings, just be careful! --> + <KeyWord name="TextCopy" func="yes"> + <Overload retVal="int" descr="Copy one string to another, returns bytes copied"> + <Param name="char *dst" /> + <Param name="const char *src" /> + </Overload> + </KeyWord> <KeyWord name="TextIsEqual" func="yes"> <Overload retVal="bool" descr="Check if two text string are equal"> <Param name="const char *text1" /> @@ -1518,11 +1625,6 @@ <Param name="const char *text" /> </Overload> </KeyWord> - <KeyWord name="int TextCountCodepoints" func="yes"> - <Overload retVal="unsigned" descr="Get total number of characters (codepoints) in a UTF8 encoded string"> - <Param name="const char *text" /> - </Overload> - </KeyWord> <KeyWord name="TextFormat" func="yes"> <Overload retVal="const char" descr="Text formatting with variables (sprintf style)"> <Param name="const char *text" /> @@ -1537,14 +1639,14 @@ </Overload> </KeyWord> <KeyWord name="TextReplace" func="yes"> - <Overload retVal="const char" descr="Replace text string (memory should be freed!)"> + <Overload retVal="char" descr="Replace text string (memory must be freed!)"> <Param name="char *text" /> <Param name="const char *replace" /> <Param name="const char *by" /> </Overload> </KeyWord> <KeyWord name="TextInsert" func="yes"> - <Overload retVal="const char" descr="Insert text in a position (memory should be freed!)"> + <Overload retVal="char" descr="Insert text in a position (memory must be freed!)"> <Param name="const char *text" /> <Param name="const char *insert" /> <Param name="int position" /> @@ -1597,6 +1699,37 @@ <Param name="const char *text" /> </Overload> </KeyWord> + <KeyWord name="TextToUtf8" func="yes"> + <Overload retVal="char" descr="Encode text codepoint into utf8 text (memory must be freed!)"> + <Param name="int *codepoints" /> + <Param name="int length" /> + </Overload> + </KeyWord> + + <!-- UTF8 text strings management functions --> + <KeyWord name="GetCodepoints" func="yes"> + <Overload retVal="int" descr="Get all codepoints in a string, codepoints count returned by parameters"> + <Param name="const char *text" /> + <Param name="int *count" /> + </Overload> + </KeyWord> + <KeyWord name="GetCodepointsCount" func="yes"> + <Overload retVal="int" descr="Get total number of characters (codepoints) in a UTF8 encoded string"> + <Param name="const char *text" /> + </Overload> + </KeyWord> + <KeyWord name="GetNextCodepoint" func="yes"> + <Overload retVal="int" descr="Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure"> + <Param name="const char *text" /> + <Param name="int *bytesProcessed" /> + </Overload> + </KeyWord> + <KeyWord name="CodepointToUtf8" func="yes"> + <Overload retVal="const char" descr="Encode codepoint into utf8 text (char array length returned as parameter)"> + <Param name="int codepoint" /> + <Param name="int *byteLength" /> + </Overload> + </KeyWord> <!-------------------------------------------------------------------------------------- --> <!-- Basic 3d Shapes Drawing Functions (Module: models) --> @@ -1610,6 +1743,12 @@ <Param name="Color color" /> </Overload> </KeyWord> + <KeyWord name="DrawPoint3D" func="yes"> + <Overload retVal="void" descr="Draw a point in 3D space, actually a small line"> + <Param name="Vector3 position" /> + <Param name="Color color" /> + </Overload> + </KeyWord> <KeyWord name="DrawCircle3D" func="yes"> <Overload retVal="void" descr="Draw a circle in 3D world space"> <Param name="Vector3 center" /> @@ -1730,7 +1869,6 @@ <Param name="Vector3 position" /> </Overload> </KeyWord> - <!--DrawTorus(), DrawTeapot() could be useful? --> <!-------------------------------------------------------------------------------------- --> <!-- Model 3d Loading and Drawing Functions (Module: models) --> @@ -1768,7 +1906,7 @@ </KeyWord> <KeyWord name="UnloadMesh" func="yes"> <Overload retVal="void" descr="Unload mesh from memory (RAM and/or VRAM)"> - <Param name="Mesh *mesh" /> + <Param name="Mesh mesh" /> </Overload> </KeyWord> @@ -1998,22 +2136,22 @@ <KeyWord name="CheckCollisionBoxSphere" func="yes"> <Overload retVal="bool" descr="Detect collision between box and sphere"> <Param name="BoundingBox box" /> - <Param name="Vector3 centerSphere" /> - <Param name="float radiusSphere" /> + <Param name="Vector3 center" /> + <Param name="float radius" /> </Overload> </KeyWord> <KeyWord name="CheckCollisionRaySphere" func="yes"> <Overload retVal="bool" descr="Detect collision between ray and sphere"> <Param name="Ray ray" /> - <Param name="Vector3 spherePosition" /> - <Param name="float sphereRadius" /> + <Param name="Vector3 center" /> + <Param name="float radius" /> </Overload> </KeyWord> <KeyWord name="CheckCollisionRaySphereEx" func="yes"> <Overload retVal="bool" descr="Detect collision between ray and sphere, returns collision point"> <Param name="Ray ray" /> - <Param name="Vector3 spherePosition" /> - <Param name="float sphereRadius" /> + <Param name="Vector3 center" /> + <Param name="float radius" /> <Param name="Vector3 *collisionPoint" /> </Overload> </KeyWord> @@ -2026,7 +2164,7 @@ <KeyWord name="GetCollisionRayModel" func="yes"> <Overload retVal="RayHitInfo" descr="Get collision info between ray and model"> <Param name="Ray ray" /> - <Param name="Model *model" /> + <Param name="Model model" /> </Overload> </KeyWord> <KeyWord name="GetCollisionRayTriangle" func="yes"> @@ -2063,8 +2201,8 @@ </KeyWord> <KeyWord name="LoadShaderCode" func="yes"> <Overload retVal="Shader" descr="Load shader from code strings and bind default locations"> - <Param name="char *vsCode" /> - <Param name="char *fsCode" /> + <Param name="const char *vsCode" /> + <Param name="const char *fsCode" /> </Overload> </KeyWord> <KeyWord name="UnloadShader" func="yes"> @@ -2079,6 +2217,18 @@ <KeyWord name="GetTextureDefault" func="yes"> <Overload retVal="Texture2D" descr="Get default texture"></Overload> </KeyWord> + <KeyWord name="GetShapesTexture" func="yes"> + <Overload retVal="Texture2D" descr="Get texture to draw shapes"></Overload> + </KeyWord> + <KeyWord name="GetShapesTextureRec" func="yes"> + <Overload retVal="Rectangle" descr="Get texture rectangle to draw shapes"></Overload> + </KeyWord> + <KeyWord name="SetShapesTexture" func="yes"> + <Overload retVal="void" descr="Define default texture used to draw shapes"> + <Param name="Texture2D texture" /> + <Param name="Rectangle source" /> + </Overload> + </KeyWord> <!-- Shader configuration functions --> <KeyWord name="GetShaderLocation" func="yes"> @@ -2129,17 +2279,18 @@ </Overload> </KeyWord> <KeyWord name="GetMatrixModelview" func="yes"> - <Overload retVal="Matrix" descr="Get internal modelview matrix"> - <Param name="Matrix view" /> - </Overload> + <Overload retVal="Matrix" descr="Get internal modelview matrix"></Overload> + </KeyWord> + <KeyWord name="GetMatrixProjection" func="yes"> + <Overload retVal="Matrix" descr="Get internal projection matrix"></Overload> </KeyWord> <!-- Texture maps generation (PBR) --> <!-- NOTE: Required shaders should be provided --> <KeyWord name="GenTextureCubemap" func="yes"> - <Overload retVal="Texture2D" descr="Generate cubemap texture from HDR texture"> + <Overload retVal="Texture2D" descr="Generate cubemap texture from 2D texture"> <Param name="Shader shader" /> - <Param name="Texture2D skyHDR" /> + <Param name="Texture2D map" /> <Param name="int size" /> </Overload> </KeyWord> @@ -2181,17 +2332,6 @@ <KeyWord name="EndBlendMode" func="yes"> <Overload retVal="void" descr="End blending mode (reset to default: alpha blending)"></Overload> </KeyWord> - <KeyWord name="BeginScissorMode" func="yes"> - <Overload retVal="void" descr="Begin scissor mode (define screen area for following drawing)"> - <Param name="int x" /> - <Param name="int y" /> - <Param name="int width" /> - <Param name="int height" /> - </Overload> - </KeyWord> - <KeyWord name="EndScissorMode" func="yes"> - <Overload retVal="void" descr="End scissor mode"></Overload> - </KeyWord> <!-- VR control functions --> <KeyWord name="InitVrSimulator" func="yes"> @@ -2206,7 +2346,7 @@ </Overload> </KeyWord> <KeyWord name="SetVrConfiguration" func="yes"> - <Overload retVal="void" descr="Set stereo rendering configuration parameters "> + <Overload retVal="void" descr="Set stereo rendering configuration parameters"> <Param name="VrDeviceInfo info" /> <Param name="Shader distortion" /> </Overload> @@ -2250,9 +2390,6 @@ <Param name="const char *fileName" /> </Overload> </KeyWord> - <KeyWord name="LoadWaveEx" func="yes"> - <Overload retVal="Wave" descr="Load wave data from raw array data"></Overload> - </KeyWord> <KeyWord name="LoadSound" func="yes"> <Overload retVal="Sound" descr="Load sound from file"> <Param name="const char *fileName" /> @@ -2299,6 +2436,11 @@ <Param name="Sound sound" /> </Overload> </KeyWord> + <KeyWord name="StopSound" func="yes"> + <Overload retVal="void" descr="Stop playing a sound"> + <Param name="Sound sound" /> + </Overload> + </KeyWord> <KeyWord name="PauseSound" func="yes"> <Overload retVal="void" descr="Pause a sound"> <Param name="Sound sound" /> @@ -2309,11 +2451,17 @@ <Param name="Sound sound" /> </Overload> </KeyWord> - <KeyWord name="StopSound" func="yes"> - <Overload retVal="void" descr="Stop playing a sound"> + <KeyWord name="PlaySoundMulti" func="yes"> + <Overload retVal="void" descr="Play a sound (using multichannel buffer pool)"> <Param name="Sound sound" /> </Overload> </KeyWord> + <KeyWord name="StopSoundMulti" func="yes"> + <Overload retVal="void" descr="Stop any sound playing (using multichannel buffer pool)"></Overload> + </KeyWord> + <KeyWord name="GetSoundsPlaying" func="yes"> + <Overload retVal="int" descr="Get number of sounds playing in the multichannel"></Overload> + </KeyWord> <KeyWord name="IsSoundPlaying" func="yes"> <Overload retVal="bool" descr="Check if a sound is currently playing"> <Param name="Sound sound" /> @@ -2447,7 +2595,7 @@ <Param name="AudioStream stream" /> </Overload> </KeyWord> - <KeyWord name="IsAudioBufferProcessed" func="yes"> + <KeyWord name="IsAudioStreamProcessed" func="yes"> <Overload retVal="bool" descr="Check if any audio stream buffers requires refill"> <Param name="AudioStream stream" /> </Overload> @@ -2489,3 +2637,8 @@ <Param name="float pitch" /> </Overload> </KeyWord> + <KeyWord name="SetAudioStreamBufferSizeDefault" func="yes"> + <Overload retVal="void" descr="Default size for new audio streams"> + <Param name="int size" /> + </Overload> + </KeyWord> diff --git a/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h b/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h index a572c0d6..1240cd5b 100644 --- a/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h +++ b/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h @@ -27,6 +27,7 @@ RLAPI int GetMonitorWidth(int monitor); // Get primary RLAPI int GetMonitorHeight(int monitor); // Get primary monitor height RLAPI int GetMonitorPhysicalWidth(int monitor); // Get primary monitor physical width in millimetres RLAPI int GetMonitorPhysicalHeight(int monitor); // Get primary monitor physical height in millimetres +RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor RLAPI const char *GetClipboardText(void); // Get clipboard text content RLAPI void SetClipboardText(const char *text); // Set clipboard text content @@ -48,11 +49,17 @@ RLAPI void BeginMode3D(Camera3D camera); // Initializes RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing RLAPI void EndTextureMode(void); // Ends drawing to render texture +RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) +RLAPI void EndScissorMode(void); // End scissor mode // Screen-space-related functions RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position -RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) +RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix +RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position +RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position +RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position +RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position // Timing-related functions RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) @@ -63,13 +70,14 @@ RLAPI double GetTime(void); // Returns ela // Color-related functions RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color RLAPI Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1] +RLAPI Color ColorFromNormalized(Vector4 normalized); // Returns color from normalized values [0..1] RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color RLAPI Color ColorFromHSV(Vector3 hsv); // Returns a Color from HSV values RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f // Misc. functions -RLAPI void SetConfigFlags(unsigned char flags); // Setup window configuration flags (view FLAGS) +RLAPI void SetConfigFlags(unsigned int flags); // Setup window configuration flags (view FLAGS) RLAPI void SetTraceLogLevel(int logType); // Set the current threshold (minimum) log level RLAPI void SetTraceLogExit(int logType); // Set the exit threshold (minimum) log level RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set a trace log callback to enable custom logging @@ -80,10 +88,12 @@ RLAPI int GetRandomValue(int min, int max); // Returns a r // Files management functions RLAPI bool FileExists(const char *fileName); // Check if file exists RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension +RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists RLAPI const char *GetExtension(const char *fileName); // Get pointer to extension for a filename string RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string -RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (memory should be freed) -RLAPI const char *GetDirectoryPath(const char *fileName); // Get full path for a given fileName (uses static string) +RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string) +RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string) +RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string) RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string) RLAPI char **GetDirectoryFiles(const char *dirPath, int *count); // Get filenames in a directory path (memory should be freed) RLAPI void ClearDirectoryFiles(void); // Clear directory files paths buffers (free memory) @@ -93,6 +103,9 @@ RLAPI char **GetDroppedFiles(int *count); // Get dropped RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer (free memory) RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time) +RLAPI unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength); // Compress data (DEFLATE algorythm) +RLAPI unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength); // Decompress data (DEFLATE algorythm) + // Persistent storage management RLAPI void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position) RLAPI int StorageLoadValue(int position); // Load integer value from storage file (from defined position) @@ -183,6 +196,8 @@ RLAPI void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, i RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline +RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse +RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring outline RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle @@ -196,12 +211,12 @@ RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color c RLAPI void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline -RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle -RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline -RLAPI void DrawTriangleFan(Vector2 *points, int numPoints, Color color); // Draw a triangle fan defined by points +RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) +RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!) +RLAPI void DrawTriangleFan(Vector2 *points, int numPoints, Color color); // Draw a triangle fan defined by points (first vertex is the center) +RLAPI void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color); // Draw a triangle strip defined by points RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) - -RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes +RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides // Basic shapes collision detection functions RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles @@ -232,6 +247,7 @@ RLAPI void UnloadTexture(Texture2D texture); RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array RLAPI Vector4 *GetImageDataNormalized(Image image); // Get pixel data from image as Vector4 array (float normalized) +RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture) RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image RLAPI Image GetScreenData(void); // Get pixel data from screen buffer and return an Image (screenshot) @@ -239,6 +255,7 @@ RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Image manipulation functions RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) +RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image @@ -254,7 +271,7 @@ RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); RLAPI Color *ImageExtractPalette(Image image, int maxPaletteSize, int *extractCount); // Extract color palette from image to maximum size (memory should be freed) RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font) -RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image +RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source) RLAPI void ImageDrawRectangle(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination) @@ -304,7 +321,7 @@ RLAPI Font LoadFont(const char *fileName); RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount); // Load font from file with extended parameters RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) RLAPI CharInfo *LoadFontData(const char *fileName, int fontSize, int *fontChars, int charsCount, int type); // Load font data for further use -RLAPI Image GenImageFontAtlas(CharInfo *chars, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info +RLAPI Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM) // Text drawing functions @@ -312,24 +329,23 @@ RLAPI void DrawFPS(int posX, int posY); RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters RLAPI void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits -RLAPI void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectText, Color selectBack); // Draw text using font inside rectangle limits with support for text selection +//RLAPI void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection +RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float scale, Color tint); // Draw one character (codepoint) // Text misc. functions RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font -RLAPI int GetGlyphIndex(Font font, int character); // Get index position for a unicode character on font -RLAPI int GetNextCodepoint(const char *text, int *count); // Returns next codepoint in a UTF8 encoded string - // NOTE: 0x3f(`?`) is returned on failure, `count` will hold the total number of bytes processed +RLAPI int GetGlyphIndex(Font font, int codepoint); // Get index position for a unicode character on font -// Text strings management functions +// Text strings management functions (no utf8 strings, only byte chars) // NOTE: Some strings allocate memory internally for returned strings, just be careful! +RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending -RLAPI unsigned int TextCountCodepoints(const char *text); // Get total number of characters (codepoints) in a UTF8 encoded string RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf style) RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string -RLAPI const char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (memory should be freed!) -RLAPI const char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (memory should be freed!) +RLAPI char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (memory must be freed!) +RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (memory must be freed!) RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor! @@ -338,6 +354,13 @@ RLAPI const char *TextToUpper(const char *text); // Get upp RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported) +RLAPI char *TextToUtf8(int *codepoints, int length); // Encode text codepoint into utf8 text (memory must be freed!) + +// UTF8 text strings management functions +RLAPI int *GetCodepoints(const char *text, int *count); // Get all codepoints in a string, codepoints count returned by parameters +RLAPI int GetCodepointsCount(const char *text); // Get total number of characters (codepoints) in a UTF8 encoded string +RLAPI int GetNextCodepoint(const char *text, int *bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure +RLAPI const char *CodepointToUtf8(int codepoint, int *byteLength); // Encode codepoint into utf8 text (char array length returned as parameter) //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) @@ -345,6 +368,7 @@ RLAPI int TextToInteger(const char *text); // Get int // Basic geometric 3D shapes drawing functions RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space +RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) @@ -360,7 +384,6 @@ RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo -//DrawTorus(), DrawTeapot() could be useful? //------------------------------------------------------------------------------------ // Model 3d Loading and Drawing Functions (Module: models) @@ -374,7 +397,7 @@ RLAPI void UnloadModel(Model model); // Mesh loading/unloading functions RLAPI Mesh *LoadMeshes(const char *fileName, int *meshCount); // Load meshes from model file RLAPI void ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file -RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM) +RLAPI void UnloadMesh(Mesh mesh); // Unload mesh from memory (RAM and/or VRAM) // Material loading/unloading functions RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file @@ -418,11 +441,11 @@ RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRe // Collision detection functions RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes -RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere -RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere -RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point +RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere +RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere +RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box -RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model *model); // Get collision info between ray and model +RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model model); // Get collision info between ray and model RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane) @@ -434,11 +457,14 @@ RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Shader loading/unloading functions RLAPI char *LoadText(const char *fileName); // Load chars array from text file RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations -RLAPI Shader LoadShaderCode(char *vsCode, char *fsCode); // Load shader from code strings and bind default locations +RLAPI Shader LoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) RLAPI Shader GetShaderDefault(void); // Get default shader RLAPI Texture2D GetTextureDefault(void); // Get default texture +RLAPI Texture2D GetShapesTexture(void); // Get texture to draw shapes +RLAPI Rectangle GetShapesTextureRec(void); // Get texture rectangle to draw shapes +RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes // Shader configuration functions RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location @@ -448,11 +474,12 @@ RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); RLAPI void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) -RLAPI Matrix GetMatrixModelview(); // Get internal modelview matrix +RLAPI Matrix GetMatrixModelview(void); // Get internal modelview matrix +RLAPI Matrix GetMatrixProjection(void); // Get internal projection matrix // Texture maps generation (PBR) // NOTE: Required shaders should be provided -RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture +RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size); // Generate cubemap texture from 2D texture RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture @@ -462,14 +489,12 @@ RLAPI void BeginShaderMode(Shader shader); // Beg RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) -RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) -RLAPI void EndScissorMode(void); // End scissor mode // VR control functions RLAPI void InitVrSimulator(void); // Init VR simulator for selected device parameters RLAPI void CloseVrSimulator(void); // Close VR simulator for current device RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera -RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters +RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready RLAPI void ToggleVrMode(void); // Enable/Disable VR experience RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering @@ -487,7 +512,6 @@ RLAPI void SetMasterVolume(float volume); // Set mas // Wave/Sound loading/unloading functions RLAPI Wave LoadWave(const char *fileName); // Load wave data from file -RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data RLAPI Sound LoadSound(const char *fileName); // Load sound from file RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data @@ -498,9 +522,12 @@ RLAPI void ExportWaveAsCode(Wave wave, const char *fileName); // Export // Wave/Sound management functions RLAPI void PlaySound(Sound sound); // Play a sound +RLAPI void StopSound(Sound sound); // Stop playing a sound RLAPI void PauseSound(Sound sound); // Pause a sound RLAPI void ResumeSound(Sound sound); // Resume a paused sound -RLAPI void StopSound(Sound sound); // Stop playing a sound +RLAPI void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool) +RLAPI void StopSoundMulti(void); // Stop any sound playing (using multichannel buffer pool) +RLAPI int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) @@ -528,7 +555,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data) RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory -RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill +RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream @@ -536,3 +563,4 @@ RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check i RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level) RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level) +RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams |
